int main() { enum GameState { MainMenu, Playing, GameOver }; GameState state = GameState::MainMenu; VideoMode videoMode(SCREEN_WIDTH, SCREEN_HEIGHT); RenderWindow renderWindow(videoMode, "SFML Tetris"); Event gameEvent; Texture backgroundTexture; Texture brickPreviewBackground; Texture gameOverBackground; Texture mainMenuBackground; Sprite mainMenuBackgroundSprite; Sprite brickPreviewSprite; Sprite backgroundSprite; Sprite gameOverBackgroundSprite; SoundBuffer dropSoundBuffer; Sound dropSound; Music music; Text scoreHeaderText("Score: "); Text scoreDisplayText; Text levelHeaderText("Level: "); Text levelDisplayText; Text nextBrickText("Next: "); Text gameOverHeaderText("\t GAME OVER!\nHere are your final stats:"); Text mainMenuHeaderText("SFML TETRIS!"); Text mainMenuStartText("Start"); Text mainMenuQuitText("Quit"); Text brickCountText[NUMBER_OF_BRICK_TYPES]; bool gameBoard[GB_HEIGHT][GB_WIDTH]; unsigned int score = 0; unsigned int level = 1; unsigned int totalLines = 0; unsigned int brickCount[NUMBER_OF_BRICK_TYPES] = {0}; vector<Brick> brickQueue; vector<Brick> brickList; Clock brickLockTimer; Clock brickFallTimer; bool isCheckingLockTime = false; backgroundTexture.LoadFromFile("Images/background.png"); brickPreviewBackground.LoadFromFile("Images/previewBG.png"); gameOverBackground.LoadFromFile("Images/gameOverBG.png"); mainMenuBackground.LoadFromFile("Images/mainMenuBG.png"); brickPreviewSprite.SetTexture(brickPreviewBackground); brickPreviewSprite.SetPosition(450, 150); backgroundSprite.SetTexture(backgroundTexture); gameOverBackgroundSprite.SetTexture(gameOverBackground); gameOverBackgroundSprite.SetPosition(110, 82); mainMenuBackgroundSprite.SetTexture(mainMenuBackground); scoreHeaderText.SetCharacterSize(TEXT_CHAR_SIZE); scoreHeaderText.SetPosition(450, 20); char* scoreDisplayBuffer = new char; scoreDisplayText.SetCharacterSize(TEXT_CHAR_SIZE); scoreDisplayText.SetPosition(520, 20); levelHeaderText.SetCharacterSize(TEXT_CHAR_SIZE); levelHeaderText.SetPosition(450, 60); char* levelDisplayBuffer = new char; levelDisplayText.SetCharacterSize(TEXT_CHAR_SIZE); levelDisplayText.SetPosition(520, 60); nextBrickText.SetCharacterSize(TEXT_CHAR_SIZE); nextBrickText.SetPosition(450, 120); gameOverHeaderText.SetCharacterSize(TEXT_CHAR_SIZE); gameOverHeaderText.SetPosition(210, 265); mainMenuHeaderText.SetCharacterSize(40); mainMenuHeaderText.SetPosition(180, 50); mainMenuStartText.SetCharacterSize(32); mainMenuStartText.SetPosition(285, 210); mainMenuQuitText.SetCharacterSize(32); mainMenuQuitText.SetPosition(285, 310); char* brickCountTextBuffer[NUMBER_OF_BRICK_TYPES]; for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++) { brickCountTextBuffer[i] = new char; brickCountText[i].SetPosition(100, 50 * (i + 1)); } dropSoundBuffer.LoadFromFile("Sounds/drop.wav"); dropSound.SetBuffer(dropSoundBuffer); for (int i = 0; i < GB_HEIGHT; i++) { for (int j = 0; j < GB_WIDTH; j++) { gameBoard[i][j] = false; } } RefillBrickQueue(&brickQueue); Brick activeBrick = PullBrickFromQueue(&brickQueue); Brick previewBrick = PullBrickFromQueue(&brickQueue); previewBrick.SetPreviewPosition(); bool isGameOver = false; while (renderWindow.IsOpen()) { switch (state) { case GameState::MainMenu: { while (renderWindow.PollEvent(gameEvent)) { if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape) { renderWindow.Close(); } else if (gameEvent.Type == Event::MouseButtonPressed) { Vector2i mousePos = Mouse::GetPosition(renderWindow); if (mousePos.x >= 220 && mousePos.x <= 420 && mousePos.y >= 200 && mousePos.y <= 260) { state = GameState::Playing; } else if ((mousePos.x >= 220 && mousePos.x <= 420 && mousePos.y >= 300 && mousePos.y <= 360) || gameEvent.Key.Code == Keyboard::Escape) { renderWindow.Close(); } } } renderWindow.Draw(mainMenuBackgroundSprite); renderWindow.Draw(mainMenuHeaderText); renderWindow.Draw(mainMenuStartText); renderWindow.Draw(mainMenuQuitText); renderWindow.Display(); break; } case GameState::GameOver: { Text gameOverScoreHeaderText = scoreHeaderText; gameOverScoreHeaderText.SetPosition(130, 320); Text gameOverScoreDisplayText = scoreDisplayText; gameOverScoreDisplayText.SetPosition(210, 320); Text gameOverLevelHeaderText = levelHeaderText; gameOverLevelHeaderText.SetPosition(130, 350); Text gameOverLevelDisplayText = levelDisplayText; gameOverLevelDisplayText.SetPosition(210, 350); while (renderWindow.PollEvent(gameEvent)) { if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape) { renderWindow.Close(); } } renderWindow.Draw(gameOverBackgroundSprite); renderWindow.Draw(gameOverHeaderText); renderWindow.Draw(gameOverScoreHeaderText); renderWindow.Draw(gameOverScoreDisplayText); renderWindow.Draw(gameOverLevelHeaderText); renderWindow.Draw(gameOverLevelDisplayText); renderWindow.Display(); break; } case GameState::Playing: { if (activeBrick.IsLocked()) { dropSound.Play(); brickList.push_back(activeBrick); brickCount[(int)activeBrick.GetBrickType()]++; int linesCleared = 0; for (int i = 0; i < SPRITES_IN_BRICK; i++) { if (activeBrick.GetSpriteYPosition(i) < BRICK_UPPER_BOUNDRY) { state = GameState::GameOver; break; } else { gameBoard[activeBrick.GetSpriteYPosition(i)][activeBrick.GetSpriteXPosition(i)] = true; } } if (state == GameState::GameOver) { break; } //Check if there are any full rows that need to be cleared. for (int i = BRICK_UPPER_BOUNDRY; i < GB_HEIGHT; i++) { for (int j = 0; j < GB_WIDTH; j++) { if (gameBoard[i][j]) { if (j == GB_WIDTH - 1) { ClearRow(&brickList, i, gameBoard); linesCleared++; totalLines++; if (totalLines % 8 == 0 && level < LEVEL_MAX) { level++; } } else { continue; } } else { break; } } } if (linesCleared > 0) { if (linesCleared > 1 && linesCleared < 4) { score += (linesCleared * MULTI_LINE_CLEAR_SCORE) + BRICK_LOCK_SCORE; } else if (linesCleared == 4) { score += TETRIS_CLEAR_SCORE + BRICK_LOCK_SCORE; } else { score += SINGLE_LINE_CLEAR_SCORE + BRICK_LOCK_SCORE; } } else { score += BRICK_LOCK_SCORE; } activeBrick = previewBrick; activeBrick.SetActivePosition(); previewBrick = PullBrickFromQueue(&brickQueue); previewBrick.SetPreviewPosition(); } else { Time fallTimer = brickFallTimer.GetElapsedTime(); Time lockTimer = brickLockTimer.GetElapsedTime(); float dropSpeed = 1 - (float)(level * 0.05f); if (!IsBottomCollision(activeBrick, gameBoard) && fallTimer.AsSeconds() >= dropSpeed) { for (int i = 0; i < SPRITES_IN_BRICK; i++) { activeBrick.SetSpriteYPosition(i, 1); brickFallTimer.Restart(); isCheckingLockTime = false; } } else if (IsBottomCollision(activeBrick, gameBoard)) { if (!isCheckingLockTime) { isCheckingLockTime = true; brickLockTimer.Restart(); } else if (lockTimer.AsSeconds() >= 0.5f) { activeBrick.LockBrick(); isCheckingLockTime = false; } } } while (renderWindow.PollEvent(gameEvent)) { if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape) { renderWindow.Close(); } if (gameEvent.Type == Event::KeyPressed) { CheckInput(&gameEvent, &activeBrick, gameBoard, &score); } } scoreDisplayText.SetString(_itoa(score, scoreDisplayBuffer, 10)); levelDisplayText.SetString(_itoa(level, levelDisplayBuffer, 10)); for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++) { brickCountText[i].SetString(_itoa(brickCount[i], brickCountTextBuffer[i], 10)); } renderWindow.Clear(Color(0, 255, 255)); renderWindow.Draw(backgroundSprite); renderWindow.Draw(scoreHeaderText); renderWindow.Draw(scoreDisplayText); renderWindow.Draw(levelHeaderText); renderWindow.Draw(levelDisplayText); renderWindow.Draw(brickPreviewSprite); renderWindow.Draw(nextBrickText); for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++) { renderWindow.Draw(brickCountText[i]); } for (int i = 0; i < brickList.size(); i++) { for (int j = 0; j < SPRITES_IN_BRICK; j++) { renderWindow.Draw(brickList[i].GetSpriteArray()[j]); } } for (int i = 0; i < SPRITES_IN_BRICK; i++) { renderWindow.Draw(activeBrick.GetSpriteArray()[i]); renderWindow.Draw(previewBrick.GetSpriteArray()[i]); } renderWindow.Display(); break; } //END CASE } //END SWITCH } //END GAME LOOP return 0; }
bool SoundbufManager::LoadSoundbuf(const std::string& path, const std::string& key) { SoundBuffer buf; if (!buf.LoadFromFile(path)) assert(false); return util::Insert(soundbufs_, std::make_pair(key, buf)); }
bool AudioPlayer::LoadFromFile(char *szFile) { if (pBuffer) delete pBuffer; SoundBuffer *Buffer = new SoundBuffer(); bool result = Buffer->LoadFromFile(szFile); this->SetBuffer(Buffer); return result; }
static VALUE SoundBuffer_initialize(int argc, VALUE *argv, VALUE vSelf) { // Get C++ object pointer from vSelf SoundBuffer *pSelf; Data_Get_Struct(vSelf, SoundBuffer, pSelf); if(argc == 0) { // Nothing to initialize } else if(argc == 1 && IS(argv[0], g_cSoundBuffer)) { *pSelf = *(SoundBuffer *)DATA_PTR(argv[0]); } else if(argc == 1 && ISSTR(argv[0])) { if(!pSelf->LoadFromFile(STR2CSTR(argv[0]))) rb_raise(rb_eRuntimeError, "Failed to load specified sound file"); } else rb_raise(rb_eTypeError, "wrong argument type(s)"); return vSelf; }
static VALUE SoundBuffer_loadFromFile(VALUE vSelf, VALUE vPath) { // Get C++ object pointer from vSelf SoundBuffer *pSelf; Data_Get_Struct(vSelf, SoundBuffer, pSelf); return pSelf->LoadFromFile(STR2CSTR(vPath)) ? Qtrue : Qfalse; }
int Game::Run(RenderWindow &win, VideoMode &vMode) { Music m; SoundBuffer playerShootBuffer; SoundBuffer meteorBuffer; meteorBuffer.LoadFromFile("..\\Resources\\meteorexplosion.ogg"); playerShootBuffer.LoadFromFile("..\\Resources\\playerShoot.ogg"); Sound playerSound; Sound meteorSound; meteorSound.SetBuffer(meteorBuffer); playerSound.SetBuffer(playerShootBuffer); playerSound.SetLoop(false); meteorSound.SetLoop(false); m.OpenFromFile("..\\Resources\\asteroid.ogg"); m.SetLoop(true); m.SetVolume(100); PlayerShip ship(player_ship, 2, vMode); EnemyShip enemy(enemy_ship, vMode); Collision col; Event events; Image bg1; Image bg2; Image bg3; bg1.LoadFromFile("..\\Resources\\bg.jpg"); Image stars; string abc = "..\\Resources\\star.png"; stars.LoadFromFile(abc); Sprite sp(bg1); Sprite sp2(bg1); Sprite sp3(bg1); Sprite spStar[10]; Clock clock; srand((unsigned)time(0)); for(int i = 0; i<10; i++) { spStar[i].SetImage(stars); //spStar[i].SetPosition } spStar[0].SetPosition(0,100); spStar[1].SetPosition(70,200); spStar[2].SetPosition(200,300); spStar[3].SetPosition(320,400); spStar[4].SetPosition(460,500); spStar[5].SetPosition(260,300); spStar[6].SetPosition(160,400); spStar[7].SetPosition(400,200); spStar[8].SetPosition(760,100); spStar[9].SetPosition(800,600); int lowestx, highestx, lowesty, highesty, rangex, rangey, random_integerx, random_integery; float time1 = 0; float time2 = 0; bool start = false; //Sprite spStar1(stars); //spStar1.SetPosition(spStar.GetPosition().x, spStar.GetPosition().y - spStar.GetSize().y); sp.Resize((float)vMode.Width, (float)vMode.Height); sp2.Resize((float)vMode.Width, (float)vMode.Height); sp2.SetPosition(sp.GetPosition().x, sp.GetPosition().y - sp.GetSize().y); sp3.SetPosition(sp2.GetPosition().x, sp2.GetPosition().y - sp2.GetSize().y); //spStar.Resize((float)vMode.Width, (float)vMode.Height); bool key = false; bool down = false; Bullet *bul; Meteor* met[METEORCOUNT]; for(int i = 0; i<METEORCOUNT; i++) { met[i] = new Meteor(meteor, vMode); } met[0]->SetPosition(200,-400); met[1]->SetPosition(420,-200); met[2]->SetPosition(720,-400); met[3]->SetPosition(520,-600); met[4]->SetPosition(320,-400); /*met[5]->SetPosition(620,-400); met[6]->SetPosition(100,-400); */ int bulletCount = 0; vector<Bullet*> bulletVector; vector<Meteor*> meteorVector; for(int i = 0; i<METEORCOUNT; i++) { meteorVector.push_back(met[i]); } bool fired = false; bool pressed = false; int count; bool change = false; //win.UseVerticalSync(true); //win.SetFramerateLimit(60); int type = pistol; Image sunImg; sunImg.LoadFromFile("..\\Resources\\Sun.png"); Sprite sunSp(sunImg); sunSp.SetPosition(500,2000); //void* user; //int score = 0; // enemys e(vMode); //Thread thread(Thread::FuncType Move,void* enemy, void* &win, void* ship); m.Play(); while(win.IsOpened()) { while(win.GetEvent(events)) { if(events.Type == Event::Closed) { win.Close(); return -1; } if((events.Type == Event::KeyPressed) && (events.Key.Code == Key::Escape)) { return 0; } if(ship.IsDestroyed() && ((events.Type == Event::KeyPressed) && (events.Key.Code == Key::Return))) { return 0; } } if(win.GetInput().IsKeyDown(Key::Up) && !ship.IsDestroyed()) { ship.Throttled(); } if(!win.GetInput().IsKeyDown(Key::Up)&& !ship.IsDestroyed()) { ship.NoThrottle(); key = false; } if(!win.GetInput().IsKeyDown(Key::Right) && !win.GetInput().IsKeyDown(Key::Up) && !ship.IsDestroyed()) { ship.NoThrottle(); } if(!win.GetInput().IsKeyDown(Key::Left)&& !win.GetInput().IsKeyDown(Key::Up) && !ship.IsDestroyed()) { ship.NoThrottle(); } if(win.GetInput().IsKeyDown(Key::Right) && !ship.IsDestroyed()) { ship.Right(); if(ship.GetPositionX()<=vMode.Width) { //ship.SetSpeed(100); ship.AddVelocity(300,0); ship.MoveSide(win.GetFrameTime()); } } if(win.GetInput().IsKeyDown(Key::Left) && !ship.IsDestroyed()) { ship.Left(); if(ship.GetPositionX()>=0) { ship.AddVelocity(-300,0); //ship.SetSpeed(-100); ship.MoveSide(win.GetFrameTime()); } } if(win.GetInput().IsKeyDown(Key::LShift)) { ship.TellDestroyed(); //ship.Destroyed(); //win.Close(); } if(win.GetInput().IsKeyDown(Key::B)) { } if(win.GetInput().IsKeyDown(Key::Space) && !ship.IsDestroyed()&&!pressed) { playerSound.Play(); bul = new Bullet(bullets, vMode, &ship, type); //bul->ChangeType(type); //bul->ChangeType(pistol); bulletVector.push_back(bul); count = bulletVector.size(); //cout<<count; pressed = true; } if(!win.GetInput().IsKeyDown(Key::Space)) { pressed = false; } if(win.GetInput().IsKeyDown(Key::N)) { type = laser; for(int i = 0; i< METEORCOUNT; i++) { met[i]->SetDestroyed(); } } win.Clear(); ship.MoveUp(win.GetFrameTime()); if(enemy.GetPositionY()>ship.GetPositionY()-500) { enemy.MoveUp(&win, ship); //enemy.NavigatorUp(&win, ship); } //ship.Simulate(win.GetFrameTime(), key, down); for(int i = 0; i<10; i++) { if(spStar[i].GetPosition().y>ship.GetPositionY() + 50) { lowesty=(int)ship.GetPositionY(), highesty=(int)ship.GetPositionY()-600; rangey=(highesty-lowesty)+1; random_integery; random_integery = lowesty+int(rangey*rand()/(RAND_MAX + 1.0)); //cout << random_integery << endl; lowestx=0, highestx=800; rangex=(highestx-lowestx)+1; random_integerx; random_integerx = lowestx+int(rangex*rand()/(RAND_MAX + 1.0)); //cout << random_integerx << endl; spStar[i].SetPosition((float)random_integerx, (float)random_integery); } } for(int i = 0; i<METEORCOUNT; i++) { if(ship.GetPositionY()<=-2000)//Score compare { met[i]->ChangeSpeed(); } met[i]->Update(win.GetFrameTime()); if(met[i]->GetPositionY()>ship.GetPositionY() + 50) { lowesty=(int)ship.GetPositionY() - 600, highesty=(int)ship.GetPositionY()-1200; rangey=(highesty-lowesty)+1; random_integery; random_integery = lowesty+int(rangey*rand()/(RAND_MAX + 1.0)); //cout << random_integery << endl; lowestx=0, highestx=720; rangex=(highestx-lowestx)+1; random_integerx; random_integerx = lowestx+int(rangex*rand()/(RAND_MAX + 1.0)); // cout << random_integerx << endl; if(met[i]->IsDestroyed()) { met[i]->SetAlive(); } met[i]->SetPosition(random_integerx, random_integery); if(!ship.IsDestroyed()) { ship.IncreaseScore(); ship.UpdateScore(); } } met[i]->UpdateAI(); } if(enemy.IsFired()) { if(col.PixelPerfectTest(enemy.GetBullet(), ship.GetSprite())) { //ship.TellDestroyed(); ship.DecreaseHealth(); if(ship.GetHealth()<=0) { ship.TellDestroyed(); } enemy.BulletReset(); enemy.NotAttacking(); } } if(!meteorVector.empty()) { for(int i = 0; i<METEORCOUNT; i++) { if(col.CircleTest(enemy.GetBullet(), meteorVector[i]->GetSprite())) { //win.Close(); //ship.TellDestroyed(); met[i]->SetDestroyed(); meteorSound.Play(); enemy.BulletReset(); } if(col.CircleTest(ship.GetSprite(), meteorVector[i]->GetSprite())) { //win.Close(); ship.TellDestroyed(); met[i]->SetDestroyed(); } if(col.CircleTest(ship.GetSprite(), sunSp)) { //win.Close(); ship.TellDestroyed(); //met[i]->SetDestroyed(); } if(col.PixelPerfectTest(enemy.GetSprite(), meteorVector[i]->GetSprite())) { //win.Close(); enemy.DecreaseHealth(10); met[i]->SetDestroyed(); meteorSound.Play(); } if(col.PixelPerfectTest(enemy.GetSprite(), sunSp)) { //win.Close(); enemy.DecreaseHealth(20); //met[i]->SetDestroyed(); } // if(col.PixelPerfectTest(meteorVector[i]->GetSprite(), enemy.GetNavigator2())||(col.PixelPerfectTest(meteorVector[i]->GetSprite(), enemy.GetNavigator3())||(col.PixelPerfectTest(sunSp, enemy.GetNavigator3()) ))) { //win.Close(); enemy.MoveLeft(1, &win, ship); } else if(col.PixelPerfectTest(meteorVector[i]->GetSprite(), enemy.GetNavigator1())||(col.PixelPerfectTest(meteorVector[i]->GetSprite(), enemy.GetNavigator4())||(col.PixelPerfectTest(sunSp, enemy.GetNavigator4()) ))) { //win.Close(); enemy.MoveRight(&win, ship); } else { enemy.Attacking(); enemy.UpdatePlayerPosition(ship.GetSprite().GetPosition(), &win); } if(!bulletVector.empty()) { for(int j = 0; j< (int)bulletVector.size(); j++) { //if((bulletVector[j]->GetSprite().GetPosition().x >= meteorVector[i]->GetSprite().GetPosition().x && bulletVector[j]->GetSprite().GetPosition().x < meteorVector[i]->GetSprite().GetPosition().x +meteorVector[i]->GetSprite().GetSize().x ) && (bulletVector[j]->GetSprite().GetPosition().y >= meteorVector[i]->GetSprite().GetPosition().y && bulletVector[j]->GetSprite().GetPosition().y < meteorVector[i]->GetSprite().GetPosition().y + meteorVector[i]->GetSprite().GetSize().x)) //{ // //win.Close(); // bulletVector[j]->Hit(); // meteorVector[i]->SetDestroyed(); // delete bulletVector[j]; // bulletVector.erase(bulletVector.begin() + j); //} if(col.PixelPerfectTest(enemy.GetBullet(), ship.GetSprite())) { //ship.TellDestroyed(); /*ship.DecreaseHealth(); if(ship.GetHealth()<=0) { ship.TellDestroyed(); }*/ } if(col.PixelPerfectTest(bulletVector[j]->GetSprite(), enemy.GetSprite())) { enemy.DecreaseHealth(); meteorSound.Play(); bulletVector[j]->Hit(); delete bulletVector[j]; bulletVector.erase(bulletVector.begin() + j); } else if(col.PixelPerfectTest(bulletVector[j]->GetSprite(), meteorVector[i]->GetSprite())) { bulletVector[j]->Hit(); meteorVector[i]->SetDestroyed(); meteorSound.Play(); delete bulletVector[j]; bulletVector.erase(bulletVector.begin() + j); } //if(col.BoundingBoxTest(bulletVector[j]->GetBulletSprite(), meteorVector[i]->GetSprite()))//collision condition should be checked here bullet and other ships //{ // cout<<i<<"T"; // cout<<j<<"T"; // win.Close(); // bulletVector[j]->Hit(); //} } } } } ship.UpdateAI(); if(enemy.GetPositionY()>ship.GetPositionY()-700) enemy.UpdateAI(); if(enemy.IsDestroyed()) { lowestx=200, highestx=620; rangex=(highestx-lowestx)+1; random_integerx; random_integerx = lowestx+int(rangex*rand()/(RAND_MAX + 1.0)); enemy.EnemyReset(random_integerx, ship); if(!ship.IsDestroyed()) { ship.IncreaseScore(10); ship.UpdateScore(); } } //win.Draw(sp); //win.Draw(sp2); //win.Draw(sp3); ship.UpdateHealth(); Drawing drawing; drawing.win = &win; drawing.ship = &ship; drawing.enemy = &enemy; drawing.Bulletvectors = bulletVector; drawing.MeteorCounts = METEORCOUNT; for(int i = 0; i<5; i++) drawing.met[i] = met[i]; win.Draw(sunSp); for(int i = 0; i< 10; i++) win.Draw(spStar[i]); //win.Draw(spStar1); //ship.UpdateScore(); // DrawingTHread(drawing); ship.Draw(&win); //score.SetPosition(100,100); //win.Draw(score); if(enemy.GetPositionY()>ship.GetPositionY()-700) enemy.Draw(&win, ship); for(int i = 0; i<METEORCOUNT; i++) { met[i]->Draw(&win); } if(!bulletVector.empty()) { for(int i = 0; i<(int)bulletVector.size();i++) { //d.Bulletvectors[i]->ChangeType(type); bulletVector[i]->Fired(); bulletVector[i]->Draw(&win, &ship); bulletVector[i]->UpdateBullet(win.GetFrameTime()); bulletVector[i]->UpdateAI(); //if(d.Bulletvectors[i]->GetPositiony()<=ship.GetPositionY()-500) win.Close(); if(bulletVector[i]->GetPositiony()<ship.GetPositionY()-600) { delete bulletVector[i]; bulletVector.erase(bulletVector.begin()+i); //count = d.Bulletvectors.size(); //cout<<count<<"\n"; } } } win.SetView(ship.GetView()); win.Display(); } return 1; }
void Weapon::LoadSound(string file, SoundBuffer& buffer, Sound& sound){ buffer.LoadFromFile(file.c_str()); sound.SetBuffer(buffer); }